Pistoleer Archive
Thread: Response on bleeds issue
Randonb wrote:
I am sorry to report that we have been kindly asked to wait until after the Combat Balance.
I get the impression that the developersdon't want to make anything more powerful until then. Sound reasoning from where they are standing - if they overcompensate and have to re-nerf it in the balance pass, people won't be happy. The developers have made that mistake before, and aren't likely to take the chance again.
Unfortunately, that means we have to live with things as they are until then. I don't like it any more than you do, but this is the response we have been given.
- Increase damage mod of bodyShot3 to 2.9, bringing it on level with pointBlankSingle2, to make it worth using.
- Make stoppingShot have a chance to drop the target in posture - effectively giving it the posture change of suppressionFire. Would make it worthwhile.
They wouldn't upset any apple cart, and probably wouldn't involve much coding.
I'll leave out the idea to rearrange the speed mods for pistol, carbine, and rifle professions so there's a reasonable maximum of +80 -- or just limiting the effective speed cap at +80. This will give pistoleers the speed edge. This may be too drastic, because it'll balance the weapon speeds for master pistoleer (+74), master carbineer (+70), and master rifleman (+90). Like they make sense anyway.
They're always going to look at the issues that give us an advantage before the ones that give the mobs the advantage.
Bodyshot should be given a 3.2 not a 2.9 in my opinion and I would like to see both Stopping shot from pistols, and the suppress from box 3, tier 3 of carbine, not only suppress a mob, but take it down two levels. i.e. Stopping shot would take a running mob and have him prone with one shot.